Command Card Review:
Strength in Numbers and Squad Swarm
In a normal skirmish game, you
need to choose a single deployment card to activate on your turn. In many
cases, you’ll find yourself torn between two figures that you want to activate
(e.g. fighting on two fronts, saving one unit while sniping an enemy figure,
getting a great combo). While this will mostly be the case, there are two
skirmish cards that allow you to break the normal tempo and steal an additional
activation (opening up many, MANY opportunities). We’ll be talking about both
of these today: Strength in Numbers and Squad Swarm.
Requirements For
Candidates – Strength in Numbers
Strength in Numbers is the more
generic of the two cards: after you resolve one deployment card’s activation,
you choose another card to activate that one. The only restriction is that the
sum of the two deployment cards’ costs is 12. This means that certain figures
(Darth Vader or Chewbacca) will never be able to use this card and you’ll need
to have some low-cost cards to include it in your list. For the purposes of
this post, our objective will be to find units that complement each other well
and benefit you greatly by having them activate back-to-back. I’ll admit that
there will be situations where you need to get two units out of harm’s way at
the same time (and you should use Strength in Numbers in those cases too), but
we’re only looking to synergistic lists today.
While Stormtroopers have always
been decent, some of the recent Imperial Trooper choices have been very good.
Two of these are the Elite Jet Troopers and the Regular Riot Troopers (not to
say anything negative about the Elite Riot Troopers – they’re fabulous too). Jet Troopers have several advantages
over other Stormtroopers: first, they’re mobile,
granting their commanders incredible deployment flexibility and the ability to
quickly hide behind impassible terrain (or cross hindering terrain to escape
pursuit by melee models). All Jet Troopers are also able to convert a Block result into an Evade result,
which is perfect for keeping that annoying “Surge for Pierce 3” from completely
negating your Black die. Third, Jet Troopers can gain movement points after attacking so long as they were within 2
spaces of their target. Elite Jet Troopers come into a field all their own
above their regular cousins by giving you a free Blue attack die as well,
increasing their damage and guaranteeing damage against Hidden foes nearby.
Once these guys perform an attack
and retreat a few spaces, the Riot
Troopers are able to march in and assume defensive positions OR attack the
targets of the Jet Troopers’ attacks (if they started close enough to reach
them in melee). Riot Troopers have the happy ability to turn all of their Surge
results into 1 damage and will tack on 1 Strain result if their attack does
damage (which is all but guaranteed). Then, they’ll each claim a Block token to
throw an extra Block into any attacks that target them before their next turn.
This not only allows them to provide excellent cover for the Elite Jet
Troopers, but also allows you to clear out some room for your next activation
(if you can finish a figure or two).
There are a few Deployment cards
that cost 6 or less points and have three attack die. For Mercenary lists, they’re
basically non-existent. However, Onar and the Elite Clawdite Shapeshifter are
two of them. Because of the nature of the Clawdites, their synchronicity is
heavily dependent on the form they choose. For today’s post, we’re going to be
focusing on the Streetrat (though we’ll briefly talk about both the Senator and
Scout forms).
Onar is pretty straight forward:
use Rush to move towards someone (and deal some damage on the way), then shoot
when you’re really close. Onar requires Accuracy beyond the required total in
order to use his Surge abilities, so shooting people really close to you is a
must. As a Hunter, he can use cards like Assassinate
or Tools for the Job to further boost
his damage profile, while on Defense, don’t underestimate the power of Take Cover or Camouflage
(which not only protects him from being shot, but also makes surging more
likely).
The Clawdite is also a Hunter, so
she (just assuming it’s a girl – play along) can use all of the same Command
cards that Onar does in addition to those with the Spy attribute (my favorites
are ??? and ???). With the Streetrat form, she can turn a single Surge into a red
die attack after the attack resolves that ignores defense bonuses – great for
taking down a multi-defense figure that you don’t want to have to crack with a
normal attack. In addition, you can get this surge result pretty easily, since
you roll a red-yellow-green on attack (though you’ll want to be close to your
target to make sure you don’t miss (guaranteed 1 Accuracy, maximum of 5 Accuracy).
The plan for using these two is
simple: make sure that when they end their activations they are adjacent (or
within 1 space) of each other. Onar activates first the following turn and uses
Rush, pushing his target one space closer to where he started. The Streetrat
Clawdite then gets 2 movement points at the start of her turn, getting her
close to the target (potentially within 2 Accuracy of the target). You can then
declare a Move action if you’re not adjacent to get adjacent to the target and
perform your attack – surging for the Assassin’s Blade to do even more damage
than you do on your attack. Between Onar’s Red-Green-Blue, the shove damage he
caused, the Red-Yellow-Green attack from the Clawdite, and the Red die that
deals unblockable damage afterwards, even double-digit health figures (like Gaarkhan
or the Emperor)
will have a rough time staying alive.
If you’re using other Forms for
your Clawdite, the strategy changes a little: your damage output will be lower
with the Senator form, but you can skip moving and instead pass out tokens to
yourself, Onar, and other figures nearby. When you shoot you can Recover damage
(which is rare in the skirmish game) and makes this unit more like an E-Web
Engineer and less like a melee brawler. Since you can’t surge for Accuracy, I
highly recommend taking the Deadeye
Command card just to give you the extra oomph you need to hit the target (though
you can Recover and gain a token even if you don’t hit).
The Scout is a little different –
you basically have a Pulse Cannon, except that your accuracy is outrageously good – with a Yellow-Green-Blue
and static 2 Accuracy (and the ability to surge for 2 Accuracy + 1 Damage), you’re
guaranteed to get 6 Accuracy (though the average expected Accuracy is around 10
Accuracy) AND you can ignore figures in your line of sight. This means you don’t
need to keep up with Onar – you just let him go ahead of you and you shoot
around him. It’s pretty sick. Your damage output does drop a bit, but if you
can keep 5-6 spaces between you and your target, there are precious few melee figures
that will be able to move and attack you (and if you rely on the 9-10 Accuracy you should get, even range-attack figures will have problems hitting you).
I’ve mentioned in a previous post
that Gideon Argus is one of the best characters available in the skirmish game.
Part of this is because he’s so cheap, but it’s also due to the strategic
benefits he provides to his teammates. So long as he doesn’t need to move, you
can spend both of your actions granting a friendly figure 2 movement points and
making that figure Focused. This is particularly good if the figure can’t Focus
themselves normally (making a character who can become Focused on their own is
nice, but it’s not necessary for Gideon to do it unless that character happens
to go next). For today’s post, we’re pairing Gideon Argus with Fenn Signis.
Fenn is one of a handful of
characters who has Assault (allowing him to attack multiple times in an
activation). Normally figures can only attack once, but Fenn is able to
rapid-fire with his blaster and Blast 1 into whoever steps in his way. With a
Red-Blue-Green (and the ability to surge for a little Accuracy), he can hit
targets a few spaces away from him without much worry, but this range is
increased a bit for the first attack thanks to the Focus die. If you have Fenn
in your list, you don’t want him moving, so gaining a little extra speed from
Gideon is a must-have, while the Focus die just makes your already impressive
attack that much more powerful (and your probability of Blasting that much more
likely).
I will say that you can also use
this strategy with the likes of Gaarkhan,
Diala, or Davith – all of whom have the ability to attack multiple times in an activation AND move.
Fenn, however, doesn’t have the ability to move and attack twice, so I chose
him (greatest benefit).
Requirements For
Candidates – Squad Swarm
The Squad Swarm card works in a
similar way with two exceptions: first, the deployment cost limit is increased
to 15 (instead of 12). Second, the two deployment cards need to share the same
name. This means you can use an Elite/Regular pairing, but they need to be the
same unit. All of the previous combos won’t work with this upgrade. Hence,
we’re going to create a new list of front-runners…
This particular Command card comes
in an Imperial Villain pack, so I figured I’d include some bucketheads. J We’ve already talked
about Elite Jet Troopers, but one of the advantages of using these guys is that
they cost less than 8 points, allowing you to activate two elite squads at the
same time. While you won’t be able to move up the Riot Troopers to shield these
guys from attack, you will be able to rush in a number of troopers to
triple-attack-dice-smash enemy figures and then back up a bit to gain some
protection. It’s not fancy, it’s not flashy, but it is definitely effective.
If you’ve ever started out with
Imperial Assault by playing the Core campaign, you’ve met a Trandoshan or two.
If your experience with Trandos is anything like mine, you don’t like to face
them. Sure, they can’t surge for damage (and they occasionally waste their
surges), but they hurt. A lot. And so when I was thinking about what pairings
happen to fall at or under 15 points, it was an easy choice to add two regular
Trandoshan Hunter squads. It’s important to note that while you have the models
to run two regular squads, you don’t start with two copies of the card from the
Core box so you’ll either need to borrow someone else’s deployment card OR just
have a reasonable opponent who knows you don’t want to drop another $80-100 to
get a core box just to get some of the models.
While using Trandos on different
parts of the board is useful for dealing lots of damage on both sides, I find
them to be a bit fragile – 6 health each with a Black die doesn’t last very
long – especially if you’re facing three-figure deployment cards (Rebel
Troopers or Stormtroopers in particular). While you can eat these guys for
lunch if you want, if you’re not the one striking first, you might find
yourself outclassed. As a result, I tend to run my Trandoshans together, so my
opponent never escapes the pain they bring on one side of the battlefield. You
can use other units to hold ground if the scenario requires, but don’t break
the power of your offensive tools by splitting them up.
Now I know I just got through
talking about regular Trandoshans…these guys one-up Trandos. Trandoshans have
the ability to “Surge for Pierce 2,” which is useful in making sure your attack
does maximum damage. Trandos also have the ability to apply a Strain result
before the attack if they’re attacking figures within 3 spaces (which is
awesome – especially with Under Duress, which we posted on
earlier this week). Tuskens, however, add a static Damage result to their
attacks and they trade in that finicky Blue die with a slightly-less-finicky Red die. Their surge
options change from hurting their attacker to hurting nearby foes, making them
more useful for splashing damage against low-health enemies nearby. Activating
four at the same time is a HUGE game changer (especially if they’re together –
their health is roughly the same as the Trandos we just viewed). If you can’t
get in melee range, their Tusken Cyclers allow them to shoot at figures with a
Red-Blue, which will probably do about the same damage as the Green-Blue that
you’re going to see from Trandos who aren’t adjacent to their foes. All told,
Tuskens are more reliable and more menacing than their Trandoshan cohorts and
if you have the option of taking two of these Elites (see notes above on what
to do with only having one deployment card above).
Is it cheating to talk about both
Trandoshans and Tuskens as two of the entries? Maybe. Shouldn’t we have some
Rebel figures in this section instead of all these bad guys? Perhaps. There are
many combos you can use and most generic figures do fit the bill, but when
you’re looking at pure offensive firepower, it’s hard to rival all three of
these combos. It’s painful if these combos come against you and you really,
REALLY love it if you can pull it off. In our next post, we’ll be looking at the Endless Ranks Command card and what Troopers to include in your list alongside General Weiss. Until then, happy gaming!
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